scholarly journals Emerging Trends in Virtual Reality for Gaming: an assessment of best practices from research and development in the gaming industry

2021 ◽  
Author(s):  
Daniel Harley ◽  
Jason Nolan ◽  
Anthony Walsh ◽  
Eric McQuiggan

Virtual reality is a new and rapidly changing medium, with best practices still emerging at various locations across the industry. This white paper summarizes industry research and development focusing on player experience and comfort, particularly interventions that seek to mitigate the effects of Simulator Sickness. In order to better collate, evaluate and understand the variety of approaches and practices across the gaming industry, Phantom Compass partnered with the Ryerson’s Responsive Ecologies Lab to develop and playtest three prototypes that employ the current best practices in an effort examine lessons learned and expand current VR design.

2021 ◽  
Author(s):  
Daniel Harley ◽  
Jason Nolan ◽  
Anthony Walsh ◽  
Eric McQuiggan

Virtual reality is a new and rapidly changing medium, with best practices still emerging at various locations across the industry. This white paper summarizes industry research and development focusing on player experience and comfort, particularly interventions that seek to mitigate the effects of Simulator Sickness. In order to better collate, evaluate and understand the variety of approaches and practices across the gaming industry, Phantom Compass partnered with the Ryerson’s Responsive Ecologies Lab to develop and playtest three prototypes that employ the current best practices in an effort examine lessons learned and expand current VR design.


2021 ◽  
Vol 2 ◽  
Author(s):  
Annie Wang ◽  
Meredith Thompson ◽  
Cigdem Uz-Bilgin ◽  
Eric Klopfer

Virtual reality has become an increasingly important topic in the field of education research, going from a tool of interest to a tool of practice. In this paper, we document and summarize the studies associated with our 4-year design project, Collaborative Learning Environments in Virtual Reality (CLEVR). Our goal is to share the lessons we gleaned from the design and development of the game so that others may learn from our experiences as they are designing, developing, and testing VR for learning. We translate “lessons learned” from our user studies into “best practices” when developing authentic, interactive, and collaborative experiences in VR. We learned that authentic representations can enhance learning in virtual environments but come at a cost of increased time and resources in development. Interactive experiences can motivate learning and enable users to understand spatial relationships in ways that two dimensional representations cannot. Collaboration in VR can be used to alleviate some of the cognitive load inherent in VR environments, and VR can serve as a context for collaborative problem solving with the appropriate distribution of roles and resources. The paper concludes with a summation of best practices intended to inform future VR designers and researchers.


Sensors ◽  
2021 ◽  
Vol 21 (23) ◽  
pp. 8119
Author(s):  
Ondrej Pospisil ◽  
Petr Blazek ◽  
Karel Kuchar ◽  
Radek Fujdiak ◽  
Jiri Misurec

In recent years, the Industry 4.0 paradigm has accelerated the digitalization process of the industry, and it slowly diminishes the line between information technologies (IT) and operational technologies (OT). Among the advantages, this brings up the convergence issue between IT and OT, especially in the cybersecurity-related topics, including new attack vectors, threats, security imperfections, and much more. This cause raised new topics for methods focused on protecting the industrial infrastructure, including monitoring and detection systems, which should help overcome these new challenges. However, those methods require high quality and a large number of datasets with different conditions to adapt to the specific systems effectively. Unfortunately, revealing field factory setups and infrastructure would be costly and challenging due to the privacy and sensitivity causes. From the lack of data emerges the new topic of industrial testbeds, including sub-real physical laboratory environments, virtual factories, honeynets, honeypots, and other areas, which helps to deliver sufficient datasets for mentioned research and development. This paper summarizes related works in the area of industrial testbeds. Moreover, it describes best practices and lessons learned for assembling physical, simulated, virtual, and hybrid testbeds. Additionally, a comparison of the essential parameters of those testbeds is presented. Finally, the findings and provided information reveal research and development challenges, which must be surpassed.


2011 ◽  
Vol 152 (47) ◽  
pp. 1894-1902
Author(s):  
János Antal ◽  
Attila Timár

Translational medicine is the emerging scientific discipline of the last decade which will set the benchmark for the pharmaceutical industry research and development, integrates inputs from the basic sciences of computer modeling and laboratory research through the pre-clinical and clinical phases of human research to the assimilation of new therapies and treatments into everyday practice of patient care and prevention. With this brief insight authors tried in their humble way to summarize the underlying basis, the present and the potential future of this emerging view, to draw attention to some of the challenges and tasks it faces and to highlight some of the promising approaches, trends and model developments and applications. Orv. Hetil., 2011, 152, 1894–1902.


2020 ◽  
Vol 26 (1) ◽  
pp. 157-162
Author(s):  
Paul Tudorache ◽  
Lucian Ispas

AbstractUsing the lessons learned from recent military operations such as Operation Inherent Resolve (OIR) from Syria and Iraq, we proposed to investigate the need for tactical military units to adapt operationally to grapple with the most common requirements specific to current operational environments, but also for those that can be foreseen in the future. In this regard, by identifying the best practices in the field that can be met at the level of some important armies, such as USA and UK, we will try to determine a common denominator of most important principles whose application may facilitate both operational and organizational adaptation necessary for tactical military units to perform missions and tasks in the most unknown future operational environments.


Author(s):  
Moshe M. H. Aharoni ◽  
Anat V. Lubetzky ◽  
Liraz Arie ◽  
Tal Krasovsky

Abstract Background Persistent postural-perceptual dizziness (PPPD) is a condition characterized by chronic subjective dizziness and exacerbated by visual stimuli or upright movement. Typical balance tests do not replicate the environments known to increase symptoms in people with PPPD—crowded places with moving objects. Using a virtual reality system, we quantified dynamic balance in people with PPPD and healthy controls in diverse visual conditions. Methods Twenty-two individuals with PPPD and 29 controls performed a square-shaped fast walking task (Four-Square Step Test Virtual Reality—FSST-VR) using a head-mounted-display (HTC Vive) under 3 visual conditions (empty train platform; people moving; people and trains moving). Head kinematics was used to measure task duration, movement smoothness and anterior–posterior (AP) and medio-lateral (ML) ranges of movement (ROM). Heart rate (HR) was monitored using a chest-band. Participants also completed a functional mobility test (Timed-Up-and-Go; TUG) and questionnaires measuring anxiety (State-Trait Anxiety Inventory; STAI), balance confidence (Activities-Specific Balance Confidence; ABC), perceived disability (Dizziness Handicap Inventory) and simulator sickness (Simulator Sickness Questionnaire). Main effects of visual load and group and associations between performance, functional and self-reported outcomes were examined. Results State anxiety and simulator sickness did not increase following testing. AP-ROM and HR increased with high visual load in both groups (p < 0.05). There were no significant between-group differences in head kinematics. In the high visual load conditions, high trait anxiety and longer TUG duration were moderately associated with reduced AP and ML-ROM in the PPPD group and low ABC and  high perceived disability were associated with reduced AP-ROM (|r| =  0.47 to 0.53; p < 0.05). In contrast, in controls high STAI-trait, low ABC and longer TUG duration were associated with increased AP-ROM (|r| = 0.38 to 0.46; p < 0.05) and longer TUG duration was associated with increased ML-ROM (r = 0.53, p < 0.01). Conclusions FSST-VR may shed light on movement strategies in PPPD beyond task duration. While no main effect of group was observed, the distinct associations with self-reported and functional outcomes, identified using spatial head kinematics, suggest that some people with PPPD reduce head degrees of freedom when performing a dynamic balance task. This supports a potential link between spatial perception and PPPD symptomatology.


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